Your movement rate should be 25 meters/ combat turn so we're saying that's 8 per IP rounding down.
pg. 149 in SR4A says:
"If a character mixed his modes of movement during a Combat Turn and it becomes important to know exactly how far the character
moved in a particular pass, simply divide his Movement Rate by the
number of passes in that turn."
It's not that because other people are faster you can't move as far, it means that their actions are interrupting your movement...i.e., you're not going slower, they're just allowed more actions/ combat turn. You're still moving 25 m in approximately 3 seconds. IP's split the Combat Turn into finer time increments. If you sprint for just 1 IP, then you figure out your movement rate / combat turn, and then divide by the total number of IP's in that Combat Turn. If you default on Running, then each hit on a Str - 1 = 1 adds 2 meters/ combat turn = 2/3 m/ IP since there's 3 IP's this Combat Turn. Rounding that up we'll say that for each hit you can move 1 more meter / IP for each hit on the test. That means that w/o edge you can go up to 9 m/ IP which still wouldn't be enough.
I'll also let you burn edge on any test as well to get a critical success...i.e. four net hits.
You could do a running jump which it says is a free action so I'll say you can use a free action to switch movement mode to running, and a free action to do a jump which would go 2x the number of hits on an Agility+Gymnastics test. So if you got 3 hits say, then you'd go 8 meters + 6 meters in 1 IP. You'd still have a simple action left over and you could kick it in the way I described above.