In regards to a list, I believe there was one but was taken down because of backlash. Doing your own research isn't that hard anyway, plus will make you better at performing the combo.
Dash Attack has 3 different hitboxes. The first is the heel, second is what I like to call the sole, and the third is the toe which is the tip you were referring to (in training mode, it will be obvious when you hit with this as it will do 5% while the other two do 6%). Other ways to start the combo include Uptilt (This has two hitboxs), down throw, and forward throw (and sometimes back throw). However the throws tend to be more DI dependant.
I'll try and give you a run down of the logistics of the combo. Before I start, keep in mind that this combo doesn't necessarily have to be 6 uairs, or 5 or 4. It can be any number and will vary on character and percent. With that out of the way...
The percent range for the combo will vary depending on which move you used to initiate it. For example dash attack toe will allow the combo to work at earlier percents, where as the sourspot of Uptilt will allow it work at later percents. The "Golden Percent" refers to a percent or range of percentages where most, if not all, of the combo starters will work.
Depending on percents and rage, you will probably need to either fastfall your first upair or delay your last. Most MK's I'm sure are quite protective of the more specific type of info, especially in regards to a comprehensive list. Most posters here will have labbed the percents for each move for every character entirely.
Once you can successfully pull off the most basic form of the combo (no ff's or delay) the rest will naturally follow as you get used to the way it works. (I'd recommend practicing against a DDD at 42% and linking dash attack to 4 up airs, as DDD is so easy to combo.)
There's no shortcut to doing this other than practice and trying to remember a comprehensive list of percents is unrealistic.
Hope I helped and good luck.