Scott's post directly above here captured everything, but I wanted to reply since you asked me specifically! Like the quote in scott's post said, the thing about motion matching is that the system is creating a new animation from the bottom up based on the situation -- rather than the additive "ok, you're playing running animation, now also play reload animation and stumble animation over the top so it looks dynamic" approach in conventional animation blends, motion matching says "player is moving based on these metrics, sample the relevant parts of 50 animation clips and create a new motion that captures all of the goals animators laid out"... when you drill all th eway down, there's a fundamental similarity in terms of like, what the code is doing at the end (playing multiple animations at once + various code driven modifications to bone position) but that doesn't make it the same any more than you'd say two renderers are the same because they both use fragment shaders to fill buffers.
I'm not an animator by trade and only dabble the tiniest bit in rigging, so I unfortunately can't offer any more insight than the quotes and videos linked abov, but I know enough to know it's a big change in the way both the art team and the game's code approach putting animations on screen, and the results speak for themselves in games where it's used.