I answered you on the previous pic about flipping the sprites, but well...
To answer your question: You only need to flip the sprites that you're using. You don't have to flip every single frame of the sprite since the whole sprite is flipped. Seems that you're confusing Sprite with Frame.
SPDEF is more useful when you have different sprites using the same definitions. That's what SPDEF is for: To define a common set of dimensions for different sprites to use.
Is better to use SPCHR since on most cases, each sprite are unique with their unique dimensions, so a common definition won't work for all of them.
Also, sometime on the execution of the program, the sprite should mirror itself on real-time, and SPDEF won't help in that case. Therefore, more reasons to use SPCHR.
First define the sprite like so:
SPSET 46,XPosition,YPosition
Then set it's home (the point at which it will scale and rotate around) 8,8 is the center
SPHOME 46,8,8
Now we can animate it
Frame 1: start at 0
Frame 20: rotate 360 degrees
SPANIM "R",1,0,20,360
Frame 1: start at 200,120
Frame 10: move to 200,60
Frame 20: move back to 200,120
SPANIM "XY",1,200,120, 10,200,60, 20,200,120
That code is not tested, but I am almost certain that it will work
Using SPANIM, some people use -1 instead of 1 to define the initial value, or you don't need an initial value at all, and the sprite will move to that value from wherever it currently is.