The inputs are the same but the time between them is different. At the cost of being easier it is more telegraphed .Here is the script form the video:
When you change direction during a Run, your character will go into a turning animation. This animation has many unique properties that can be very useful.
Anytime after you have started moving in the opposite direction, letting go of the Control Stick will give you the equivalent of true neutral position while still sliding from any momentum built up. While a normal Run prevents you from using Jabs, Tilts, standing Grabs, and most Smashes, this allows the Run Turnaround to give you increased movement speed without limiting your options.
Certain options will maintain momentum even after you start an attack, giving you similar benefits as the Perfect Pivot while facing the opponent.
When used at the ledge, some characters get a significant increase in potential sliding distance.
If you wait too long, your character will go from the Run Turnaround animation into a full Run, limiting your options again. Different characters have varying animation lengths, so its flexibility is largely character-dependent.
Because you can start another Run from the neutral position, this can be canceled into itself as a spacing tool for baiting potential. Combined with the flexibility you have in when to go into a sliding neutral position, this increases unpredictability and burst range in a way that should be incredibly useful for some characters.
It will become much clearer if you watch the video.