Hi,
for this, you can use a state set to "sequence" and stack a wait action followed by a number of next frame events and done.
Also, I am sure why you want to have a specific number of frames to count? the general approach is to create gameplay and logic that are frame rate dependant, and the next frame event is here to allow from process to be completed before proceeding further ( because unity only update values at the end of the frame process), and so if you need to wait for several frames, maybe you need to actually wait for a duration instead.
Bye,
Jean