The two terms are orthogonal - an expansion pack might be DLC, but that would imply two different facts:
- It is downloadable, e.g. it can be obtained entirely via online means and installed automatically into the game.
- It adds significant features into the game.
DLC - "downloadable content" - is a very broad term for any additional parts of a game that you can obtain from any of the various online vendors. It's generally reserved for official content from the original publisher, to distinguish it from community content. That is, an additional module for Skyrim to add fancy armor for your horse would be a "mod" if a user did it, but "DLC" if Bethesda did it. DLC can also be very big; for Skyrim, both Dawnguard and Hearthfire are DLC and they make extensive changes to the game.
An "expansion pack" is a separate product that builds on top of an existing game to add significant new features. Expansion packs can usually be purchased at retail and installed from CD, and exist separately from their parent game. They are typically "mini games" in their own right, but rely on the content and engine of their original game for much of their content. In Skyrim, Dawnguard is obviously an "expansion pack" - it add new lands, new weapons, new skill trees, etc. I don't know if it's available for retail yet but I would be very surprised if there's not a Skyrim GOTY edition that includes the two expansion packs.
A better example might be Oblivion: there was a handful of DLC released, including horse armor and Knight of the Nine. Later, there was an actual expansion pack - Shivering Isles - that added an entire new land and new features into the game. (The line was blurried a bit when Bethesda packaged all of their DLC onto a CD for retail sale, but it was basically the same as downloading the DLC and burning the archives to to disk.)
With so much game delivery being online these days, and with official downloadable content getting bigger, the line between a "plug-in" and an "expansion pack" is blurring, and all of it would be considered "DLC".
A chain is a sequence of moves where a portion of one move's animation is "canceled," and the following move executes immediately. Chain combos are generally easy to perform and don't require very precise timing. Some games have universal chain combo systems -- such as the "magic series" in many Capcom Vs. games -- and many games have character-specific "target combos" that chain specific moves together, such as Ken's MP -> HP
.
A link is a sequence of two moves that occur one after the other, without any cancellation of animation frames. For a link to work, the first move has to leave your character with enough frame advantage to execute the second move before the opponent is allowed to block or otherwise avoid the attack.
Because no animation cancelling occurs during a link, this means that if the second move's button input is performed too early, nothing will happen (because the character will still be in the recovery animation from the first move) and if the input is performed too late, the second move may be blocked (because the opponent will have recovered from the previous move in time to block). This makes links generally harder to perform than chains, sometimes much harder: "one-frame links," for example, must be performed with frame-perfect timing.
Your particular example is a little bit more complicated because in many Street Fighter games, Light Punch and Light Kick can often be chained into themselves -- and each other -- indefinitely. Moves that are chained into in this way, however, generally can't be canceled into special moves. In your example combo, you could chain the first two LPs together, but the final one must be linked into, so that it can be canceled into the SRK. If you don't, the SRK won't cancel the last punch, so it will come out late enough to be blocked. What this means is that you need to wait for the second punch to finish, then precisely time the third punch's input so that it comes out late enough that it doesn't cancel the preceding move, but early enough that it still combos properly.
In combo notation, that particular combo would look like LP xx LP, LP xx HP SRK
.
Best Answer
This video shows the difference between those two in GTA:
...or Forza:
In short, a drift starts before the apex of a corner while a powerslide starts behind it.
And for those who want more insight: A real life explanation of Drifting vs. Powerslides: