Stopwatch on burst job

I have an algorithm which is pretty heavy and i want to write it on the burst compiler to push the performance of it. Can i still use a stopwatch like i traditionally would in a script to test how much faster it is over my default implementation ? Or will it not work the same way?

Wondering how exactly i compare the differences in performance.

Yes you can use a stopwatch. Look at the code example here: https://docs.unity3d.com/Manual/JobSystemSchedulingJobs.html

You can start the stopwatch before scheduling the job, and stop it after completing the job.