Couple of options would be:
1. Break apart your destroy object and next frame event into 2 seperate states. This way the destroy object will complete in one state, move to the next state then wait for next frame and finally move to "NoCharacters?" state.
2. Leave all on one state, remove the next frame event. Use a IsGameObject Null check every frame to check if CharacterGO is now null. If true goto "NoCharacters?" state.
Either way this should remove the need for the wait timer.