For your problem with the counter, make sure you've added an "Only one action when event loops" condition to your "counter=100" event (you can find it under the Special object, the two monitors). Including this will only allow the event to run once - otherwise, if the counter hasn't changed from 100, another life will be subtracted. It's probably when you reach negative lives that the lives counter goes mad.
To get the frame to wait for a few seconds, you need to trigger something that will cause a delay before performing the actions. My preferred way of doing it is like this:
The number that you check for the counter being greater than determines how long the delay is - on drawing each frame of gameplay, the counter will be increased, so at the default frame rate of 50 a value of 200 would give a 4-second delay.
When game is over
-> Set value ("Counter") to 1
If value("Counter") is greater than or equal to 1
-> Add 1 to value of Counter
If value of Counter is greater than 200
-> Set counter to 0
-> Do other actions here (in your case, jump to another frame)